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sdl::cookbook::opengl(3pm) [debian man page]

pods::SDL::Cookbook::OpenGL(3pm)			User Contributed Perl Documentation			  pods::SDL::Cookbook::OpenGL(3pm)

NAME
SDL::Cookbook::OpenGL - Using SDL with OpenGL CATEGORY
Cookbook DESCRIPTION
As of release 2.5 SDL no longer maintains it's own bindings of OpenGL. Support for OpenGL has been moved over to a more mature implementation. This implementation is the POGL project. OpenGL is faster and more complete; and works with SDL seamlessly. EXAMPLE Expanded from Floyd-ATC's OpenGL example. use strict; use warnings; use SDL; use SDLx::App; use SDL::Mouse; use SDL::Video; use SDL::Events; use SDL::Event; use OpenGL qw(:all); You can use OpenGL as needed here. my ($SDLAPP, $WIDTH, $HEIGHT, $SDLEVENT); $| = 1; $WIDTH = 1024; $HEIGHT = 768; $SDLAPP = SDLx::App->new(title => "OpenGL App", width => $WIDTH, height => $HEIGHT, gl => 1); $SDLEVENT = SDL::Event->new; SDLx::App can start an OpenGL application with the parameter gl => 1. glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity; gluPerspective(60, $WIDTH / $HEIGHT, 1, 1000); glTranslatef(0, 0, -20); Above we enable GL and set the correct perspective while(1) { &handlepolls; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glRotatef(.1, 1, 1, 1); &drawscene; $SDLAPP->sync; } For SDLx::App sync handles the GL buffer clean. sub drawscene { my ($color, $x, $y, $z); for (-2 .. 2) { glPushMatrix; glTranslatef($_ * 3, 0, 0); glColor3d(1, 0, 0); &draw_cube; glPopMatrix; } return ""; } sub draw_cube { my (@indices, @vertices, $face, $vertex, $index, $coords); @indices = qw(4 5 6 7 1 2 6 5 0 1 5 4 0 3 2 1 0 4 7 3 2 3 7 6); @vertices = ([-1, -1, -1], [ 1, -1, -1], [ 1, 1, -1], [-1, 1, -1], [-1, -1, 1], [ 1, -1, 1], [ 1, 1, 1], [-1, 1, 1]); glBegin(GL_QUADS); foreach my $face (0..5) { foreach my $vertex (0..3) { $index = $indices[4 * $face + $vertex]; $coords = $vertices[$index]; glVertex3d(@$coords); } } glEnd; return ""; } Below we can use SDL::Events as normal: sub handlepolls { my ($type, $key); SDL::Events::pump_events(); while (SDL::Events::poll_event($SDLEVENT)) { $type = $SDLEVENT->type(); $key = ($type == 2 or $type == 3) ? $SDLEVENT->key_sym : ""; if ($type == 4) { printf("You moved the mouse! x=%s y=%s xrel=%s yrel=%s ", $SDLEVENT->motion_x, $SDLEVENT->motion_y, $SDLEVENT->motion_xrel, $SDLEVENT->motion_yrel) } elsif ($type == 2) { print "You are pressing $key " } elsif ($type == 3) { print "You released $key " } elsif ($type == 12) { exit } else { print "TYPE $type UNKNOWN! " } if ($type == 2) { if ($key eq "q" or $key eq "escape") { exit } } } return ""; } SEE ALSO
perl SDLx::App OpenGL AUTHORS
See "AUTHORS" in SDL. perl v5.14.2 2012-05-28 pods::SDL::Cookbook::OpenGL(3pm)

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pods::SDLx::App(3pm)					User Contributed Perl Documentation				      pods::SDLx::App(3pm)

NAME
SDLx::App - a SDL perl extension CATEGORY
Extension SYNOPSIS
use SDL; use SDLx::App; use SDL::Event; use SDL::Events; my $app = SDLx::App->new( title => 'Application Title', width => 640, height => 480, depth => 32 ); This is the manual way of doing things my $event = SDL::Event->new; # create a new event SDL::Events::pump_events(); while ( SDL::Events::poll_event($event) ) { my $type = $event->type(); # get event type print $type; exit if $type == SDL_QUIT; } An alternative to the manual Event processing is through the SDLx::Controller module. SDLx::App is a Controller so see the CALLBACKS section below. DESCRIPTION
SDLx::App controls the root window of the of your SDL based application. It extends the SDL::Surface class, and provides an interface to the window manager oriented functions. METHODS
new "SDLx::App::new" initializes the SDL, creates a new screen, and initializes some of the window manager properties. "SDLx::App::new" takes a series of named parameters: o title the window title. Defaults to the file name. Shorter alias: 't' o icon_title the icon title. Defaults to file name. Shortcut: 'it' o icon the icon itself. Defaults to none. Shortcut: 'i' o width Window width, in pixels. Defaults to 800. Shortcut: 'w' o height Window height, in pixels. Defaults to 600. Shortcut: 'h' o depth Screen depth. Defaults to 16. Shortcut: 'd'. o flags Any flags you want to pass to SDL::Video upon initialization. Defaults to SDL_ANYFORMAT. Flags should be or'ed together if you're passing more than one (flags => FOO|BAR). Shortcut: 'f'. o resizable Set this to a true value to make the window resizable by the user. Default is off. o exit_on_quit Set this to a true value to make the app exit if a SDL_QUIT event is triggered. Shortcut: 'eoq'. METHODS
title() title( $new_title ) title( $window_title, $icon_title ) "SDLx::App::title" takes 0, 1, or 2 arguments. If no parameter is given, it returns the current application window title. If one parameter is passed, both the window title and icon title will be set to its value. If two parameters are passed the window title will be set to the first, and the icon title to the second. delay( $ms ) "SDLx::App::delay" takes 1 argument, and will sleep the application for that many ms. ticks "SDLx::App::ticks" returns the number of ms since the application began. error "SDLx::App::error" returns the last error message set by the SDL. resize( $width, $height ) "SDLx::App::resize" takes a new width and height of the application. Only works if the application was originally created with the resizable option. fullscreen "SDLx::App::fullscreen" toggles the application in and out of fullscreen mode. iconify "SDLx::App::iconify" iconifies the application window. grab_input( $CONSTANT ) "SDLx::App::grab_input" can be used to change the input focus behavior of the application. It takes one argument, which should be one of the following: o SDL_GRAB_QUERY o SDL_GRAB_ON o SDL_GRAB_OFF sync "SDLx::App::sync" encapsulates the various methods of synchronizing the screen with the current video buffer. "SDLx::App::sync" will do a fullscreen update, using the double buffer or OpenGL buffer if applicable. This is preferred to calling flip on the application window. attribute( $attr ) attribute( $attr, $value ) "SDLx::App::attribute" allows one to get and set GL attributes. By passing a value in addition to the attribute selector, the value will be set. "SDL:::App::attribute" always returns the current value of the given attribute, or Carp::confesss on failure. CALLBACKS
"SDLx::App" is a "SDLx::Controller". Use the event, show and handlers to run the app. use SDL; use SDLx::App; use SDL::Event; #Where ever the event call back is processed my $app = SDLx::App->new( width => 200, height => 200); $app->add_event_handler( sub{ return 0 if $_[0]->type == SDL_QUIT; return 1}); $app->add_show_handler( sub{ $app->update() } ); $app->add_move_handler( sub{ #calc your physics here } ); $app->run(); see SDLx::Controller for more details. AUTHORS
See "AUTHORS" in SDL. SEE ALSO
perl SDL::Surface SDL::Event SDL::OpenGL perl v5.14.2 2012-05-28 pods::SDLx::App(3pm)
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